Server Modules

# Economy Usage Guide

The economy server addon owns Arma-world service behavior for fuel, medical, and repair interactions. It does not own money state. Money mutations go through extension-backed bank and organization hot state before the world effect is applied.

# Economy Usage Guide

The economy server addon owns Arma-world service behavior for fuel, medical, and repair interactions. It does not own money state. Money mutations go through extension-backed bank and organization hot state before the world effect is applied.

## Dependencies

- `forge_server_common` for logging, formatting, and player lookup.
- `forge_server_bank` for personal medical billing.
- `forge_server_org` for organization-funded services and medical fallback debt.
- `forge_client_actor` and `forge_client_notifications` for targeted client responses.

## Fuel

Fuel is organization-funded.

When refueling stops, `fnc_initFEconomyStore.sqf` calculates the fuel delta and cost, charges the player's organization through `OrgStore chargeCheckout`, and syncs the organization patch to online members. If organization funds cannot cover the refuel, the vehicle is rolled back to the fuel level it had when the session started.

Garage UI refuel requests use the server `RefuelService` event. The fuel store calculates missing fuel from the vehicle config `fuelCapacity`, charges the player's organization, and fills the vehicle only after the organization charge succeeds.

## Repair

Repair is organization-funded.

Use the repair service event:

    [QEGVAR(economy,RepairService), [_target, _unit, _cost]] call CBA_fnc_serverEvent;

`_cost` is optional. Passing `-1` uses the configured service repair cost. The target is only repaired after the organization charge succeeds.

The client garage UI forwards selected nearby vehicle repair requests through the same event.

## Medical

Medical is player-funded first.

When a heal is requested, `fnc_initMEconomyStore.sqf` uses this billing order:

1. Charge the player's bank balance when it can cover the medical fee.
2. Otherwise charge the player's cash when it can cover the fee.
3. If neither personal balance can cover the fee, charge organization funds.
4. When organization funds cover the fallback charge, record the same amount as debt on the player's organization credit line.

The heal only completes after one of those charges succeeds. If personal billing is unavailable, the heal does not fall back to organization funds because the server cannot verify that the player is unable to cover the fee.

## Medical Debt Repayment

Medical fallback debt uses the existing organization credit-line repayment flow. The organization treasury is reduced when the service is rendered, and the player's credit-line `amount_due` increases by the medical fee. When the player repays through the bank credit-line repayment action, player bank funds are moved back into the organization treasury.

## Hot-Cache Boundary

The economy addon should stay server-authoritative for world effects such as vehicle fuel, vehicle repair, healing, respawn placement, and death inventory movement. Bank and organization balances should continue to mutate through the extension-backed hot-cache services.

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CAD Usage Guide

The CAD module stores transient operational state for dispatch activity, assignments, dispatch orders, support requests, group profiles, grouped views, and hydrated UI payloads. CAD state is in-memory and follows the active server or mission lifecycle.

Garage Usage Guide

The garage module stores physical player vehicles. Each record keeps the vehicle classname, generated plate UUID, fuel, overall damage, and detailed hit point damage.